Update 0.7.4 will mark the release of a long anticipated feature - Creative Mode!
With this new game mode, we have added the ability to keep seperate game saves for Campaign, Creative Mode and R&D. We're very excited to see what kind of epic creations you guys will build given this new space for freedom and creativity.
Unfortunately - given that this is a pretty significant rework of the saving system, it will mean that game saves from previous versions of the game will NOT work as of 0.7.4.
We do our best to avoid this kind of thing happening - as we understand how annoying it can be to lose progress like this. We have also managed to squeeze some other game save breaking changes into this update to avoid it happening too often in the future.
We will, as always have the previous stable version of the game (0.7.3) available through the beta branch selection on Steam so that you can continue your game save if you are feeling particularly attached :) We also encourage you to Snapshot all of the Techs that you wish to keep -- as you will be able to buy them back into your adventures in the new update.
ALSO...GeoCorp tank treads confirmed.
Let us know if you have any questions/concerns below!
Update 0.7.4 will mark the release of a long anticipated feature - Creative Mode!
With this new game mode, we have added the ability to keep seperate game saves for Campaign, Creative Mode and R&D. We're very excited to see what kind of epic creations you guys will build given this new space for freedom and creativity.
Unfortunately - given that this is a pretty significant rework of the saving system, it will mean that game saves from previous versions of the game will NOT work as of 0.7.4.
We do our best to avoid this kind of thing happening - as we understand how annoying it can be to lose progress like this. We have also managed to squeeze some other game save breaking changes into this update to avoid it happening too often in the future.
We will, as always have the previous stable version of the game (0.7.3) available through the beta branch selection on Steam so that you can continue your game save if you are feeling particularly attached :) We also encourage you to Snapshot all of the Techs that you wish to keep -- as you will be able to buy them back into your adventures in the new update.
ALSO...GeoCorp tank treads confirmed.
Let us know if you have any questions/concerns below!
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
Bug Fixes:
Fixed issue with resources incorrectly getting sucked into SCUs.
Known Issues:
Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
Certain names for missions may incorrectly change after a reload.
Can incorrectly rename non-player bases.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Graphical issues with red projector on terrain when enemies spawn in.
Some radar markers may point towards things that are missing in the world.
Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
Bug Fixes:
Fixed issue with resources incorrectly getting sucked into SCUs.
Known Issues:
Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
Certain names for missions may incorrectly change after a reload.
Can incorrectly rename non-player bases.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Graphical issues with red projector on terrain when enemies spawn in.
Some radar markers may point towards things that are missing in the world.
Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
New features / content / improvements:
New Blocks
Added the new GSO Auto Miner Block (GSO Grade 2). This block is used to mine underground Resource Chunks (patches of underground chunks to be added later).
Added the new GSO Component Factory Block (GSO Grade 3). This block makes Component Chunks and can be operated with a right-click to bring up the menu.
Added three new GSO Component Dongles (GSO Grades 3-5). These dongles can be attached directly to the Component Factory to enable it to craft the higher grade Component Chunks.
Added the Venture Avalanche Missile Launcher to Venture Grade 3.
New Missions
Added missions which task you with destroying a fleeing enemy in a fixed amount of time. These appear mainly for Venture, but there are a few GSO examples too.
New Crafting Content
The crafting recipes for most blocks in the game have been reworked. Uncommon and rare blocks now typically require Component Chunks to be crafted. The recipes also now reflect corporation style too, eg. GSO have a bias towards Plumbia use, GeoCorp have a bias towards lower value chunks, but also require a higher quantity of chunks in their recipes, Venture favour recipes that use Fibron and Hawkeye favour using more expensive resource chunks.
Added 24 new Component resource chunks. These Components are a higher tier of chunk after "Refined." There are also 4 sub-grades of Component chunks. Component chunks are used to craft the rarest blocks.
UI Enhancements
Tutorial hint animations have been added.
Tech markers now show AI state if an AI cab is attached.
Tech markers now show if a Tech is anchored.
Tech AI radial selection menu is now more explicit about which AI states can be selected.
New R&D Content
Added 4 sets of EXP Trailer Hook and Ring blocks of various sizes. These enable you to hitch Techs to each other with an articulated joint (Only available in R&D Test Chamber at this stage).
Added 2 new Trailer Wheel blocks in different sizes. These blocks are specifically designed to be used on towed trailer Techs and do not have any passive braking applied to the wheel, meaning they can be towed by a Tech with normal wheels without slowing down due to braking, but they will roll away if left on a hill. (Only available in R&D Test Chamber at this stage).
Switch a Tech between player and enemy by holding "T" and left-clicking on any non-player controlled Tech.
The R&D Test Chamber now has a new skydome.
Other Revisions
Added lots of new Techs to the enemy population.
Added new SFX for drills, hammers and saws.
Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
Christoph Beitzinger
Gendel Vladimir Grigorievich
J. Quinn
Moisés Ojeda Gutiérrez
Oliver "Olli_DXD" Jonsson
Olivier Barruhet
Oskar "Zargn" Anderson
Philipp "3D" ten Brink
Game Design Tweaks:
Enemies with batteries now spawn in with the batteries charged.
Increased the amount of XP earned for all missions.
Added incremental usability improvements to GSO Grade 1 missions.
Increased the stack capacity of the Large Geocorp Collector from 5 per stack to 8, in line with the Small GeoCorp Collector.
Increased the pickup range of GSO and GeoCorp Collectors slightly.
Art Tweaks:
Cursors have been updated and should be more visible against different colour backgrounds.
Various prototype EXP blocks in R&D to allow Techs to be connected.
Bug Fixes:
Fixed issue causing resources to incorrectly fall off a Tech/base when entering a silo.
Updated flamethrower start and stop times to be more responsive. Fixed animation issue if quickly toggled off, on and then off again.
Removed an anchored base type Tech from the offline Invaders list.
Fixed issue where Twitter authorisation setting could be lost if requests were sent and cancelled in quick succession.
Known Issues:
The SCU may incorrectly suck resources into it.
Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
Certain names for missions may incorrectly change after a reload.
Can incorrectly rename non-player bases.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Graphical issues with red projector on terrain when enemies spawn in.
Some radar markers may point towards things that are missing in the world.
Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
New features / content / improvements:
New Blocks
Added the new GSO Auto Miner Block (GSO Grade 2). This block is used to mine underground Resource Chunks (patches of underground chunks to be added later).
Added the new GSO Component Factory Block (GSO Grade 3). This block makes Component Chunks and can be operated with a right-click to bring up the menu.
Added three new GSO Component Dongles (GSO Grades 3-5). These dongles can be attached directly to the Component Factory to enable it to craft the higher grade Component Chunks.
Added the Venture Avalanche Missile Launcher to Venture Grade 3.
New Missions
Added missions which task you with destroying a fleeing enemy in a fixed amount of time. These appear mainly for Venture, but there are a few GSO examples too.
New Crafting Content
The crafting recipes for most blocks in the game have been reworked. Uncommon and rare blocks now typically require Component Chunks to be crafted. The recipes also now reflect corporation style too, eg. GSO have a bias towards Plumbia use, GeoCorp have a bias towards lower value chunks, but also require a higher quantity of chunks in their recipes, Venture favour recipes that use Fibron and Hawkeye favour using more expensive resource chunks.
Added 24 new Component resource chunks. These Components are a higher tier of chunk after "Refined." There are also 4 sub-grades of Component chunks. Component chunks are used to craft the rarest blocks.
UI Enhancements
Tutorial hint animations have been added.
Tech markers now show AI state if an AI cab is attached.
Tech markers now show if a Tech is anchored.
Tech AI radial selection menu is now more explicit about which AI states can be selected.
New R&D Content
Added 4 sets of EXP Trailer Hook and Ring blocks of various sizes. These enable you to hitch Techs to each other with an articulated joint (Only available in R&D Test Chamber at this stage).
Added 2 new Trailer Wheel blocks in different sizes. These blocks are specifically designed to be used on towed trailer Techs and do not have any passive braking applied to the wheel, meaning they can be towed by a Tech with normal wheels without slowing down due to braking, but they will roll away if left on a hill. (Only available in R&D Test Chamber at this stage).
Switch a Tech between player and enemy by holding "T" and left-clicking on any non-player controlled Tech.
The R&D Test Chamber now has a new skydome.
Other Revisions
Added lots of new Techs to the enemy population.
Added new SFX for drills, hammers and saws.
Updated translations from the TT Translator team. Many thanks to the folowing people for the recent translation updates:
Christoph Beitzinger
Gendel Vladimir Grigorievich
J. Quinn
Moisés Ojeda Gutiérrez
Oliver "Olli_DXD" Jonsson
Olivier Barruhet
Oskar "Zargn" Anderson
Philipp "3D" ten Brink
Game Design Tweaks:
Enemies with batteries now spawn in with the batteries charged.
Increased the amount of XP earned for all missions.
Added incremental usability improvements to GSO Grade 1 missions.
Increased the stack capacity of the Large Geocorp Collector from 5 per stack to 8, in line with the Small GeoCorp Collector.
Increased the pickup range of GSO and GeoCorp Collectors slightly.
Art Tweaks:
Cursors have been updated and should be more visible against different colour backgrounds.
Various prototype EXP blocks in R&D to allow Techs to be connected.
Bug Fixes:
Fixed issue causing resources to incorrectly fall off a Tech/base when entering a silo.
Updated flamethrower start and stop times to be more responsive. Fixed animation issue if quickly toggled off, on and then off again.
Removed an anchored base type Tech from the offline Invaders list.
Fixed issue where Twitter authorisation setting could be lost if requests were sent and cancelled in quick succession.
Known Issues:
The SCU may incorrectly suck resources into it.
Waypoint markers may not appear correctly in-game for certain missions e.g. missing or pointing in the wrong direction.
Certain names for missions may incorrectly change after a reload.
Can incorrectly rename non-player bases.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Graphical issues with red projector on terrain when enemies spawn in.
Some radar markers may point towards things that are missing in the world.
Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
New features / content / improvements:
Beta of GRABit 3D Printing has now been enabled.
Known Issues:
Can incorrectly rename non-player bases.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Graphical issues with red projector on terrain when enemies spawn in.
Some radar markers may point towards things that are missing in the world.
Markers for missions and bases when playing in 4:3 are offset slightly.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
New features / content / improvements:
Beta of GRABit 3D Printing has now been enabled.
Known Issues:
Can incorrectly rename non-player bases.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Graphical issues with red projector on terrain when enemies spawn in.
Some radar markers may point towards things that are missing in the world.
Markers for missions and bases when playing in 4:3 are offset slightly.
Hi guys, With on-going multiplayer work coming along very nicely (we'll have more to announce about this very soon) - we've decided to add a bunch of widely requested features to add more awesomeness to TerraTech while our code team stretch their multiplayer muscles.
Mobile SCU & Refineries, Tutorial Skip and more info on each block in the game are all things that players have been looking forward to for a while now - and here they are! We hope you enjoy the changes as much as we do.
Take a look at the shiny new 0.7.3 Update video here and as always, be sure to let us know your thought over on the Official Forums.
Have fun out there! - Jamie xo
New features / content / improvements:
Tutorial Skip
Within each game profile, once a game is saved after Big Tony is defeated, any subsequent playthrough within the same game profile allows the option for the opening turial sequence to be skipped.
Extended Info Panel
Press "i" while hovering over a block to view the following information about it:
Block Category
Corporation & Grade
Rarity
Sell Price
Block Description
Other helpful information, e.g. anchored, needs power, stores fuel, etc
Rename friendly Techs
Press "R" while hovering over any non-player controlled Tech you want to rename.
Mission Board
Missions are now available to select from Trading Station "Mission Boards" (the top panels) from GSO Grade 2 onwards. An introduction to the Mission Board is available after defeating the Trader Troll.
New Mission Types
Defend a friendly Tech for a set amount of time while enemies spawn to attack you and your friend.
These missions start appearing after the Distress Signal mission in GSO Grade 3, from GeoCorp Grade 2 onwards, and both Venture and Hawkeye by default.
Added Recover Delivery Crate Missions for all corporations at all grades and updated them so that you only get ambushed by enemies some of the time.
New "Find Missions" mission
When the Mission Log is empty, a mission to point the player towards Trading Stations to get more missions appears.
Venture Mobile SCU Storage Device
Venture Grade 3
It's an SCU block that works whilst attached to your Tech.
It has a shorter pick-up range and it's more expensive than the regular SCU, but it's mobile.
Venture Mobile Refinery
Venture Grade 2
Works the same way as a regular refinery - but no longer needs to be anchored.
Hawkeye Updates
Hawkeye Grade 3 missions are now available in Campaign.
Updated all Hawkeye Tech Hunting Missions, added new ones and spread them out across all 3 grades.
Increased the passive braking strength of the Hawkeye Tank Tracks to prevent them sliding around when carrying a heavy weight.
Stopped Hawkeye Shotgun from applying damage to itself, occasionally causing a crash as a result.
New Audio
First pass of new audio, including new SFX for weapons, wheels and ambient sound.
Removed the following old deprecated blocks from the game:
Old GSO AI Module
Old GSO Up Conveyor
Old GSO Down Conveyor
Old GSO Mobile Delivery Cannon
Old GSO Foundry
Old GSO Mobile Furnace Generator
Old GSO Refinery
Old GSO Scrapper
Old GSO Silo for Large Blocks
Old GSO Fabricators (4 in total)
Any older Techs that previously used deprecated blocks will still load, but these blocks will not appear. Any blocks hanging off of deprecated blocks will disappear too. Deprecated blocks will no longer appear anywhere in the game (as purple blocks or otherwise), and will yield no money when sold at Trading Stations.
Game Design Tweaks:
Block revisions
Reduced the chance for blocks to survive when detached from an exploding Cab or AI Module. This change is aimed at reducing the number of blocks that can be obtained through combat.
Reduced the bullet spray for all machine guns.
Reduced the amount of time that you can use a Booster for without a Fuel Tank attached.
Reduced the booster falloff time on all Steering Hover blocks.
Increased the power of the GSO Hover Plates, in line with the Venture one.
Increased the damage of most melee weapons (GeoCorp Buzz Saw, GeoCorp Hammer Piston, GeoCorp Plasma Cutter, GeoCorp Diamond Drill, GeoCorp Cerberus Bore and GSO Small and Large Drills).
Increased the range for all Venture machine guns.
Increased the damage for all Hawkeye machine guns.
Adjusted the fall-off rate for all Booster jets. The Venture Booster is the most twitchy and it falls off faster. GSO are in the middle and Hawkeye have the most powerful Booster, but also have a slower fall off, so they cannot be used for fine feathering, they provide a big, bold, blast.
Boosters now require a minimum amount of fuel available before they can be used.
Remote Chargers won't charge batteries which are almost full.
The regular SCU now powers up faster and has a longer pick-up range.
Increased the pick-up range of all Collectors. Venture has the longest range (but smallest capacity), GeoCorp has the shortest range (and highest capacity) and GSO is in the middle, but all ranges are still longer than they were before.
Increased rotation options for the Venture Shield Bubble.
Updated the damage per second of the Venture Flamethrower, it is now effective against Techs. Also increased its aiming rotation range and speed of rotation and increased the length of the flame jet.
Hawkeye Rail Gun now has a narrow aiming arc to shoot targets that aren't directly in front.
Added new special blocks Sombrero and Moustache (courtesy of Señor Ragequit).
Mission revisions
Added a tutorial message about block rotation controls after defeating Big Tony.
Changed the design of Little Thief enemy during the Radar mission to slow it down a little, making it a bit easier to catch him.
Restructured the Block Rewards to stop players from being awarded Crafting Blocks until after they have completed the appropriate Crafty Business missions.
Added mission board descriptions for all missions.
Added variant name and descriptions for generic missions.
Trading Station revisions
Allowed the Trading Station mission to occur at any Trading Station. The Trader Troll now lands from orbit when you get there.
Trading Stations now restock their Mission Boards every day at dawn.
Other tweaks
Moved the respawn after death distance from 100 units (on the edge of enemy vision) to 150 units away (just out of sight range).
Added lots of new Techs to the enemy population.
Population Enemies now take Block Rarity into account when choosing which Enemy Techs to spawn. The majority of Techs are mostly made from Common Blocks and then some Uncommons and fewer Rare blocks.
Removed the Techs "Bricky" and "Cannonz" from the enemy population for being a nuisance and causing a drop in frame rate.
In R&D Test Chamber, a wireless charging station has been added.
Art Tweaks:
Various tweaks to the HUD graphics.
Adjusted the Fog settings to help prevent terrain clipping.
Added Venture Mobile SCU art asset.
Added Venture Mobile Refinery art asset.
Fixed issue with transparent Hawkeye block painting shader.
Added Sombrero and Moustache special blocks.
Combined the tree, rock and clutter materials into one material to improve batch rendering.
Optimised Shroom trees for batch rendering.
Bug Fixes:
General fixes
Improved performance by optimising the amount of world that is loaded.
Fixed various crash issues while loading the terrain.
Fixed cause of possible crash bugs.
Fixed certain shroom trees not producing Rubber Jelly
Fixed Thermal Generators being inactive after reloading.
Tweeting an Invader from campaign now correctly sends a tweet and removes your Invader Tech.
Can now rebind screenshot key, which could also previously be triggered while navigating UI menus.
Block related fixes
Fix for missing collision on anchor component of anchorable blocks.
Fixed issue where the GeoCorp Geothermal Generator could not power Wireless Chargers on its own.
Fixed wheel juddering when using just Hawkeye Single Wheels on a cab.
Fixed being unable to purchase Lemon block in Campaign.
Mission related fixes
Fixed bug with missions spawning in the same location.
Fixed rare case where block rotation wasn’t re-enabled after attaching the repair bubble in the Solar Generator mission.
Fixed Radar mission crash if the radar block is destroyed as part of the Tech blowing up.
Fixed bug with crates spawning, but the enemy encounter doesn’t progress.
Fixed bug causing Crafty Business missions spawning where the base would be partially in the terrain.
Fixed issue where Shopping For Parts mission could cause a blank message box to appear.
UI related fixes
Improved the way we handle HUD pop-up menus to reduce instances of overlapping menus.
Fixed display of Fabricator and filter menus in 21:9 aspect ratio.
Known Issues:
The Solar Generator mission may break if the other early missions are completed before it.
Can incorrectly rename non-player bases.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Graphical issues with red projector on terrain when enemies spawn in.
Some radar markers may point towards things that are missing in the world.
Markers for missions and bases when playing in 4:3 are offset slightly.
Hi guys, With on-going multiplayer work coming along very nicely (we'll have more to announce about this very soon) - we've decided to add a bunch of widely requested features to add more awesomeness to TerraTech while our code team stretch their multiplayer muscles.
Mobile SCU & Refineries, Tutorial Skip and more info on each block in the game are all things that players have been looking forward to for a while now - and here they are! We hope you enjoy the changes as much as we do.
Take a look at the shiny new 0.7.3 Update video here and as always, be sure to let us know your thought over on the Official Forums.
Have fun out there! - Jamie xo
New features / content / improvements:
Tutorial Skip
Within each game profile, once a game is saved after Big Tony is defeated, any subsequent playthrough within the same game profile allows the option for the opening turial sequence to be skipped.
Extended Info Panel
Press "i" while hovering over a block to view the following information about it:
Block Category
Corporation & Grade
Rarity
Sell Price
Block Description
Other helpful information, e.g. anchored, needs power, stores fuel, etc
Rename friendly Techs
Press "R" while hovering over any non-player controlled Tech you want to rename.
Mission Board
Missions are now available to select from Trading Station "Mission Boards" (the top panels) from GSO Grade 2 onwards. An introduction to the Mission Board is available after defeating the Trader Troll.
New Mission Types
Defend a friendly Tech for a set amount of time while enemies spawn to attack you and your friend.
These missions start appearing after the Distress Signal mission in GSO Grade 3, from GeoCorp Grade 2 onwards, and both Venture and Hawkeye by default.
Added Recover Delivery Crate Missions for all corporations at all grades and updated them so that you only get ambushed by enemies some of the time.
New "Find Missions" mission
When the Mission Log is empty, a mission to point the player towards Trading Stations to get more missions appears.
Venture Mobile SCU Storage Device
Venture Grade 3
It's an SCU block that works whilst attached to your Tech.
It has a shorter pick-up range and it's more expensive than the regular SCU, but it's mobile.
Venture Mobile Refinery
Venture Grade 2
Works the same way as a regular refinery - but no longer needs to be anchored.
Hawkeye Updates
Hawkeye Grade 3 missions are now available in Campaign.
Updated all Hawkeye Tech Hunting Missions, added new ones and spread them out across all 3 grades.
Increased the passive braking strength of the Hawkeye Tank Tracks to prevent them sliding around when carrying a heavy weight.
Stopped Hawkeye Shotgun from applying damage to itself, occasionally causing a crash as a result.
New Audio
First pass of new audio, including new SFX for weapons, wheels and ambient sound.
Removed the following old deprecated blocks from the game:
Old GSO AI Module
Old GSO Up Conveyor
Old GSO Down Conveyor
Old GSO Mobile Delivery Cannon
Old GSO Foundry
Old GSO Mobile Furnace Generator
Old GSO Refinery
Old GSO Scrapper
Old GSO Silo for Large Blocks
Old GSO Fabricators (4 in total)
Any older Techs that previously used deprecated blocks will still load, but these blocks will not appear. Any blocks hanging off of deprecated blocks will disappear too. Deprecated blocks will no longer appear anywhere in the game (as purple blocks or otherwise), and will yield no money when sold at Trading Stations.
Game Design Tweaks:
Block revisions
Reduced the chance for blocks to survive when detached from an exploding Cab or AI Module. This change is aimed at reducing the number of blocks that can be obtained through combat.
Reduced the bullet spray for all machine guns.
Reduced the amount of time that you can use a Booster for without a Fuel Tank attached.
Reduced the booster falloff time on all Steering Hover blocks.
Increased the power of the GSO Hover Plates, in line with the Venture one.
Increased the damage of most melee weapons (GeoCorp Buzz Saw, GeoCorp Hammer Piston, GeoCorp Plasma Cutter, GeoCorp Diamond Drill, GeoCorp Cerberus Bore and GSO Small and Large Drills).
Increased the range for all Venture machine guns.
Increased the damage for all Hawkeye machine guns.
Adjusted the fall-off rate for all Booster jets. The Venture Booster is the most twitchy and it falls off faster. GSO are in the middle and Hawkeye have the most powerful Booster, but also have a slower fall off, so they cannot be used for fine feathering, they provide a big, bold, blast.
Boosters now require a minimum amount of fuel available before they can be used.
Remote Chargers won't charge batteries which are almost full.
The regular SCU now powers up faster and has a longer pick-up range.
Increased the pick-up range of all Collectors. Venture has the longest range (but smallest capacity), GeoCorp has the shortest range (and highest capacity) and GSO is in the middle, but all ranges are still longer than they were before.
Increased rotation options for the Venture Shield Bubble.
Updated the damage per second of the Venture Flamethrower, it is now effective against Techs. Also increased its aiming rotation range and speed of rotation and increased the length of the flame jet.
Hawkeye Rail Gun now has a narrow aiming arc to shoot targets that aren't directly in front.
Added new special blocks Sombrero and Moustache (courtesy of Señor Ragequit).
Mission revisions
Added a tutorial message about block rotation controls after defeating Big Tony.
Changed the design of Little Thief enemy during the Radar mission to slow it down a little, making it a bit easier to catch him.
Restructured the Block Rewards to stop players from being awarded Crafting Blocks until after they have completed the appropriate Crafty Business missions.
Added mission board descriptions for all missions.
Added variant name and descriptions for generic missions.
Trading Station revisions
Allowed the Trading Station mission to occur at any Trading Station. The Trader Troll now lands from orbit when you get there.
Trading Stations now restock their Mission Boards every day at dawn.
Other tweaks
Moved the respawn after death distance from 100 units (on the edge of enemy vision) to 150 units away (just out of sight range).
Added lots of new Techs to the enemy population.
Population Enemies now take Block Rarity into account when choosing which Enemy Techs to spawn. The majority of Techs are mostly made from Common Blocks and then some Uncommons and fewer Rare blocks.
Removed the Techs "Bricky" and "Cannonz" from the enemy population for being a nuisance and causing a drop in frame rate.
In R&D Test Chamber, a wireless charging station has been added.
Art Tweaks:
Various tweaks to the HUD graphics.
Adjusted the Fog settings to help prevent terrain clipping.
Added Venture Mobile SCU art asset.
Added Venture Mobile Refinery art asset.
Fixed issue with transparent Hawkeye block painting shader.
Added Sombrero and Moustache special blocks.
Combined the tree, rock and clutter materials into one material to improve batch rendering.
Optimised Shroom trees for batch rendering.
Bug Fixes:
General fixes
Improved performance by optimising the amount of world that is loaded.
Fixed various crash issues while loading the terrain.
Fixed cause of possible crash bugs.
Fixed certain shroom trees not producing Rubber Jelly
Fixed Thermal Generators being inactive after reloading.
Tweeting an Invader from campaign now correctly sends a tweet and removes your Invader Tech.
Can now rebind screenshot key, which could also previously be triggered while navigating UI menus.
Block related fixes
Fix for missing collision on anchor component of anchorable blocks.
Fixed issue where the GeoCorp Geothermal Generator could not power Wireless Chargers on its own.
Fixed wheel juddering when using just Hawkeye Single Wheels on a cab.
Fixed being unable to purchase Lemon block in Campaign.
Mission related fixes
Fixed bug with missions spawning in the same location.
Fixed rare case where block rotation wasn’t re-enabled after attaching the repair bubble in the Solar Generator mission.
Fixed Radar mission crash if the radar block is destroyed as part of the Tech blowing up.
Fixed bug with crates spawning, but the enemy encounter doesn’t progress.
Fixed bug causing Crafty Business missions spawning where the base would be partially in the terrain.
Fixed issue where Shopping For Parts mission could cause a blank message box to appear.
UI related fixes
Improved the way we handle HUD pop-up menus to reduce instances of overlapping menus.
Fixed display of Fabricator and filter menus in 21:9 aspect ratio.
Known Issues:
The Solar Generator mission may break if the other early missions are completed before it.
Can incorrectly rename non-player bases.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Graphical issues with red projector on terrain when enemies spawn in.
Some radar markers may point towards things that are missing in the world.
Markers for missions and bases when playing in 4:3 are offset slightly.